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Perils of the Astral Sea By Michael E. Shea Illustrations by Dave Allsop and Milivoj Ćeran The Astral Sea is an endless space that surrounds the summoning deity: gold for good, deep violet for evil, realms of gods, devils, and other advanced beings. It blue for lawful, and crimson for chaotic. The armor also connects those realms to the worlds of mortals, of a chaotic evil aleax scintillates with red and violet, and some of the most dangerous villains that heroes while that of a lawful good one shimmers gold and might ever meet make their homes here. From the blue. majestic mountains of Celestia to the depths of the Absolute Vengeance: An aleax pursues someone Nine Hells, the Astral Sea embodies high fantasy. who has chosen a path that differs from that person’s This article describes three astral villains that alignment or the direction of his or her deity. The the characters might encounter in their voyages: the aleax cares nothing for why it was sent—it will carry aleax, the atropal deathscreamer, and the githyanki out its quest for vengeance even if the miscreant antipaladin. These antagonists might be unearthed strayed from the path in order to fulfill a mission or by delvers questing in the depths of million-year-old was forced to do so by circumstances. An aleax acts dungeons, or they might assail the party from dark according to the will of the god who commands it and ships plying the cosmos. cannot be dissuaded from its duty. It exists only to The astral environment also features two unique deal out punishment: Crimes have been committed, perils: the fantastic terrain called Dawn War scars and the penalty is death. and a navigational hazard known as an astral Aleaxes in Combat: An aleax focuses on a single lodestone. target and relents only when that target is dead. If its target travels with companions, the aleax brings allies ALEAX of its own, such as angels or devils that are loyal to the deity the aleax serves. When its target dies, the aleax The gods often exert subtle influence, but some- disappears, returning to the deity that created it until times they require a stronger and more brutal hand it is again required to mete out retribution. to address injustices. When a powerful being defies a god, that deity can call forth an aleax, an entity of pure vengeance, to punish that offender. An aleax resembles an ageless, armor-clad human with white skin and shining white eyes. Its armor swirls with colors that match the alignment of the TM & © 2012 Wizards of the Coast LLC. All rights reserved. June 2012 | DUNGEON 203 1 Perils of the Astral Sea Aleax Level 26 Soldier TROPAL Atropal Deathscreamer Level 26 Controller Medium immortal humanoid XP 9,000 A Large immortal humanoid (undead) XP 9,000 HP 241; Bloodied 120 Initiative +22 DEATHSCREAMER HP 240; Bloodied 120 Initiative +21 AC 42, Fortitude 38, Reflex 38, Will 38 Perception +25 AC 40, Fortitude 36, Reflex 38, Will 40 Perception +20 Speed 8 Blindsight 5, darkvision The birth of a deity is a rare event, and a delicate Speed 6, fly 6 Darkvision Traits matter that requires the precise balance of stupen- Immune disease, necrotic, poison; Vulnerable 10 radiant Aleax Focus dous forces. If anything goes awry, the result is a Traits The aleax chooses one enemy as its focus at the start of the O Blighted Presence F Aura 2 monstrosity: an undead husk animated by resid- encounter. Its focus cannot change during the encounter. Enemies in the aura regain half the normal number of hit Aleax Invulnerability ual divine energy, thirsting for the power it never points from healing effects. The aleax has total concealment from creatures other than attained. Standard Actions its focus, and a +5 power bonus to all defenses against area Relic Hunters: Most atropals are buried or m Life-Draining Touch (fear, necrotic, psychic) F At-Will attacks and close attacks from such creatures. imprisoned in forgotten crypts drifting in the Astral Attack: Melee 2 (one creature); +29 vs. Reflex Aleax Resilience Sea. A few, though, have escaped and search for Hit: 3d8 + 21 necrotic and psychic damage. At the start of each of the aleax’s turns, any effect on the ancient artifacts, which they believe contain the Effect: The atropal slides the target up to 3 squares. aleax ends if the effect has a duration, but only if a creature C Death Scream (necrotic, psychic) F Recharge 5 6 power to grant them true divinity. Those that have not other than the aleax’s focus caused it. Attack: Close burst 3 (enemies in the burst); +29 vs. Regeneration succumbed to the madness engendered by their exis- Fortitude The aleax regains 15 hit points whenever it starts its turn tence might try to hide their true nature and employ Hit: 5d6 + 9 necrotic and psychic damage, and the target is and has at least 1 hit point. When the aleax takes damage adventurers to acquire ancient relics. Cloaked and dazed (save ends). from its focus or if it doesn’t attack its focus on its turn, its shrouded to hide their horrifying emaciated bodies, First Failed Saving Throw: The target is instead dazed and regeneration does not function on its next turn. they whisper in voices that might be mistaken for weakened (save ends both). Standard Actions those of gods. Second Failed Saving Throw: The target drops to 0 hit m Brilliant Energy Blade (force, radiant) F At-Will points. If it is already at 0 hit points or fewer, it dies. Atropal Deathscreamers in Combat: An atro- Attack: Melee 1 (one creature); +29 vs. the target’s lowest Move Actions defense pal deathscreamer attacks almost any living creature Shadow Stalk (teleportation) F Recharge when first Hit: 2d12 + 21 force and radiant damage. it comes across. It seeks the most advantageous posi- bloodied Move Actions tion to catch as many mortals as it can in its death Effect: The atropal teleports up to 10 squares. Divine Hunt (teleportation) F At-Will scream while using life-draining touch on any who dare Minor Actions Effect: The aleax teleports up to 20 squares to a square engage it in melee. R Word of Doom (fear) F At-Will (1/round) adjacent to its focus. Attack: Ranged 10 (one creature); +29 vs. Will. This attack Triggered Actions does not provoke opportunity attacks. M Divine Justice F At-Will Hit: The target loses all resistances and immunities, and Trigger: The aleax’s focus willingly leaves a square adja- when making saving throws, it must roll twice and use cent to the aleax or uses an attack power that does not the lower result (save ends all). include the aleax as a target. Skills Arcana +20, History +20, Religion +20 Effect (Opportunity Action): The aleax uses brilliant energy Str 15 (+15) Dex 26 (+21) Wis 15 (+15) blade against its focus. Con 24 (+20) Int 15 (+15) Cha 29 (+22) Focus Resonance F Recharge 4 5 6 Alignment chaotic evil Languages Supernal Trigger: An attack from an enemy other than the aleax’s focus damages the aleax. Effect (Immediate Reaction): The aleax’s focus takes damage equal to half the damage the attack dealt to the aleax. Skills Insight +25 Str 25 (+20) Dex 25 (+20) Wis 25 (+20) Con 25 (+20) Int 25 (+20) Cha 25 (+20) Alignment any Languages Supernal June 2012 | DUNGEON 203 2 Perils of the Astral Sea GITHYANKI to stay close to other targets. If it’s in difficulty, it employs mindwalk to escape to a more advantageous ANTIPALadIN tactical position. Even the most powerful and loyal githyanki fear Githyanki Antipaladin Level 24 Soldier Vlaakith’s mysterious antipaladins. These knights of Medium natural humanoid XP 6,050 the Lich Queen devote themselves to her will, and HP 220; Bloodied 110 Initiative +20 their judgment is absolute among the githyanki. If AC 40, Fortitude 36, Reflex 35, Will 37 Perception +20 an antipaladin walked into a dwelling of its own Speed 5 kind, murdered everyone inside, and burned it to the Traits ground, other githyanki would accept the act: The Antipaladin Grace antipaladin did it, so it was justified. The githyanki ignores penalties to attack rolls. Its attacks never trigger enemy attacks. Travelers of the Sea: Githyanki antipaladins Standard Actions undertake pilgrimages across the Astral Sea, often m Silver Bastard Sword (weapon) F At-Will on quests for the Lich Queen, carrying only their Attack: Melee 1 (one creature); +29 vs. AC armor and silver swords. Some amass small groups of Hit: 2d10 + 21 damage, and the target cannot spend heal- hirelings and Vlaakith loyalists, commanding spell- ing surges (save ends). jammers on astral campaigns. Antipaladins rarely Move Actions F travel together, except in extreme circumstances. One Mindwalk (teleportation) Encounter Effect: The githyanki teleports up to 10 squares. such champion of the Lich Queen is usually powerful Minor Actions enough to handle any mission she might command. R Psionic Bonds F Recharge 5 6 Githyanki Antipaladins in Combat: Antipala- Attack: Ranged 5 (one creature); +27 vs. Fortitude dins are relentless and cunning, trained from their Hit: The target falls prone, and it is immobilized (save ends). earliest days to destroy powerful and well-armored Triggered Actions opponents. An antipaladin first uses psionic bonds Planar Vengeance F At-Will to pin a dangerous foe in place and planar vengeance Trigger: An enemy unable to spend healing surges while affected by silver bastard sword either willingly leaves a square adjacent to the githyanki or uses an attack power that does not include the githyanki as a target.
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